I'm going to say here, that although I mentioned above that TGC couldn't really make licenses like this easily, it probably isn't an issue.
Lets look at any small games making company. They will probably buy in a lot of assets, as they don't have the manpower to physically make all their own media. They will however, have several people working on a game. They will all need access to the assets for one reason or another, whatever their role. The company will not have purchased the assets for each staff member, it's not the same as say, 3DS Max or any other application where you need a license for each user. The individuals however, would not be allowed to use those assets for anything other than the game being worked on. So in your case, once the project is done, the other people involved would have to delete the assets.
This is the grey area when it comes to individuals collaborating on a game. Can they be trusted to do this? Ultimately, it's down to them. If they plan on using those assets in their own alternate project, without purchasing them themselves, then there's not much can be done. It would be a shame, most store assets are extremely reasonable prices, cheating the artist of the few dollars asked when making a game to make money would be a low move. I like to think the majority would end up buying an object, if they felt they could make use of it.
I certainly wouldn't condone sharing media willy nilly. Ultimately, if you made a game using someones work and were challenged. You would have to provide proof of purchase of the asset or assets. Don't get me wrong, if there are 10 man teams out there and you really feel you need to buy 10 of everything, I won't complain
A little step further to getting a decent CPU and, well a complete update as my current 10 year old system is starting to show it's age, despite my GPU upgrades over the years.
SPECS: Q6600 CPU. Nvidia 660GTX. 8 Gig Memory. Win 7.